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Mon, 09 Jan 2017 13:11:05 +0000PunBBhttp://forum.maratis3d.com/viewtopic.php?id=1225&action=new
been away from maratis for awhile, just said i'd give it a look at again.

I would like to show you my next game. The title: Space PatrolThis is a sci-fi game. You have to escort a space vessel to a base ship. You have to fly throught asteroids and have to fight against enemy ships.Control: W s a d Q YMouse1: machine GunMouse3: Rocket

The models was made by KHED3d and Milkshape3d. (they are really low poly)

This is my next Maratis game. It's a really simple shooter game. The story: You a gunner of an Us military base in 1941, and you have to defend your base from enemies planes. The are 3 types of enemies: scout (pretty fast), bomber , and kamikaze (most dangerous). Good luck

The development was under linux(puppy linux) (with my old toshiba L30 laptop), but unfortunately I couldn't add any sound

The planes and cannon models was made by Khed3d (exported to obj), the terrain was made by milkshape3d terrain generator, fire effect was stolen from Maratis Demo (Jules)

]]>Sun, 21 Jun 2015 04:12:31 +0000http://forum.maratis3d.com/viewtopic.php?id=1119&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1113&action=new
This is my first Maratis project. Its a kind of maze game, with a Helicopter. I use linux system (puppy linux), and the engine worked fine, excepting the sound. No wav, no ogg audible, so I didn't add any tune to the game. (Maybe my sound driver not works suitable).

]]>Sun, 08 Feb 2015 20:23:33 +0000http://forum.maratis3d.com/viewtopic.php?id=1113&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1109&action=new
Hey, been working on this during Christmas: https://www.mediafire.com/?mhcyb655nrwulao

I wanted to make an open world game where I can easily implement things. The most basic controls and usage of items are done.

Basically you eat, drink & sleep. There's a car, fuel and weapons, also some AI.

]]>Mon, 05 Jan 2015 20:02:57 +0000http://forum.maratis3d.com/viewtopic.php?id=1109&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1110&action=new
the prototype of the tower defense games.]]>Tue, 30 Dec 2014 03:20:01 +0000http://forum.maratis3d.com/viewtopic.php?id=1110&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1108&action=new
https://mega.co.nz/#!jcxgHKJB!-gxwW7Vtf 4oCS60UjkYSo here is a finished project I've been working on. I had a lot of problems with exporting it and it ran a lot better in the engine than after export. It is behaving differently on different computers ( sometime missing textures, loading levels very slowly, or not running at all) and it is doing this thing i couldn't figure out how to fix where it would think that terrain objects were larger than they actually were and would allow you to stand on them even if you were too far away from them and you would just float. So, if anyone knows how to fix any of these problems or has any other feedback, let me know!Thanks]]>Sat, 27 Dec 2014 15:48:03 +0000http://forum.maratis3d.com/viewtopic.php?id=1108&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1067&action=new
This is a test game for the new Maratis Starter Pack I am trying to create.

P.S. This is not a full game, but it is quite suitable as the basis for the game.

]]>Thu, 07 Aug 2014 04:53:57 +0000http://forum.maratis3d.com/viewtopic.php?id=911&action=newhttp://forum.maratis3d.com/viewtopic.php?id=797&action=new
I am going to start making some test areas (small rooms with ambient occlusion that you can test stuff in). They come with a MAPS folder and a MESHS folder. Just copy these folders into their respective folders (in your game folder) and import the entity.

]]>Tue, 05 Aug 2014 19:42:57 +0000http://forum.maratis3d.com/viewtopic.php?id=797&action=newhttp://forum.maratis3d.com/viewtopic.php?id=1005&action=new
I wanted to see how fast I could produce a simple project with Maratis, and I am convinced that you can get a full game done in two weeks with it, once you get your workflow worked out. I want to post some speed projects in this topic, post your own. Hopefully the code is clear enough.

]]>Sat, 21 Jun 2014 15:20:35 +0000http://forum.maratis3d.com/viewtopic.php?id=1005&action=newhttp://forum.maratis3d.com/viewtopic.php?id=738&action=new
Hello Everyone! I am a little excited about what I have managed to do with Maratis so far (and it has only been about a week or so since I have known about it). I don't have any super programming skills, but I understand the basics. I have been into 3d for a few years however, but never really produced any sort of project. I have just been gathering information it seems.

A few of the models aren't mine. Some are 3d warehouse and a few ripped ones. A few of the humans were made with makehuman and textured by me in Blender. I am only showing the technical things that are possible in Maratis.

Anyhow, I stumbled across Maratis while watching a Youtube video about the Unity Engine. And the Unity is a struggle for a novice like me. And since I have found Maratis, this is what I have done so far:

IMAGE 1:--I imported a obj file of a person into the SponzaFPS level. --I imported a house mesh with Baked Ambient Occlusion shadows.--The green and red buttons on the ground are actually respawn points.

IMAGE 2:--I imported my BaseCharacter into Maratis WITH AN ANIMATION!--I also imported a sketchup 3D warehouse model into Maratis, and it came in perfectly (Check out my post on Sketchup to Blender to Maratis)

--I can't quite get clothes that are separate objects to Rig correctly, but I needed to put something on the model.

IMAGE 3:--I added terrain that was created in sketchup to the JULES DEMO level. I deleted the jules SET and changed the name of my terrain to SET. I gave the terrain physics and I changed the type to TRIANGLE MESH.

IMAGES 4-6:--I modeled some terrain and textured it in Sculptris--I imported it to Blender to use the Maratis Exporter--I imported it into Maratis.

IMAGE 7:--Got my Character selection working SORTA. hehe

IMAGE 8:I got another simple level into Maratis in no time. It has a house and that bridge that is iconic for an adventure open-world game. Sketchup straight to Maratis using the importer.

IMAGE 9-10:Splatting?! Used Scupltris to sculpt and paint a basic terrain. Used a few blender modifiers to make it more complex (displace). Added Ambient Occlusion and shadow maps to the terrain and exported it as a Maratis mesh. Improted it.

Image 11Mario? 3d warehouse model exported from Sketchup using the OBJ exporter. Directly loaded into Maratis using assimp. Orthographic camera with one intense light. Light follows camera and the camera follows the cube.

Image 12Quick edit to the Physics test project. Hid the Car object and just placed a mesh of a car body over it. Parented the car mesh to the car object, and changed the camera location. Track from sketchup 3d warehouse.

Images 13-14Added WATER and a space SKYDOME to my Funland Example with Jules in it. Also has a COLLECTION system.

Image 15Got a Jules-like character moving with my customizable game script. Set up the camera rig to work like the jules level. (programmed it all myself though). His name is joey, and he is animated with an idle and walk animation. Made it in a few minutes.

Image 16Pretty Soon I will have a demo level with good rig animation and a level changing interaction. Next would be object animations.

Image 17Got a rigged and animated character (made with makehuman & blender) into Maratis with a nice room that has Ambient occlusion. The animation has 2,000 frames (Carnegie bvh).

Image 18Got a mesh into Maratis with DIFFUSE, SPECULAR, and NORMAL MAPPING.

Image 19FINALLY! Got a walking character inside a room that can walk up and down stairs. Also has an idle animation and walk animation. Gotta get the sound to work. Now if only I can get my male character to export.

Image 20Got the male mesh working (I have been having to edit the mesh files due to exporting issues in Blender (changing the Opacity from 0 to 1))

Image 21Added the walking character to the terminal level and adjusted the camera a bit to make my first FPW (First Person Walker)

Image 22Getting that forest in there! No AO, specular, nor normal.

Image 23Going to try to script a character selection on this one.

Image 24Just a simple land model made with Sculptris and a Building made with Sketchup rotated and scaled differently. Both have ambient occlusion.

Image 25Trying to bump up the scale of my levels. This SCALABLE CITY is jut one modular piece configured in different ways on top of flat plane. Coming out of Sketchup it was several pieces. Coming out of Blender it was one piece. The advantage is that since the flat plane doesn't have depth, it isn't scaled when you scale the model along the Z-axis, but the buildings are. I made the cubes the same size for this one, but if they had been different heights by default, the city would look more random.

Image 26Thinking of making a Little driving demo to show of Maratis.

Image 27Got normal maps going on in this small control room. Used Sponza FPS script for movement. A few sounds would give it some life.

Image 28Finally! Got a decent animated character with an idle animation and walking animation. The transition between idle and walking doesn't annoy me as much as all my other tests. Also, I have dynamic shadows.

Image 29Trying to see what I can do with greebles and lighting from Sketchup to Blender.

This is a Maratis Starter Pack I am working on. It is very primitive right now, but I wanted to go ahead and share what I have so far.

The intent of this pack is to provide new users of Maratis with a full working example of the Maratis API in action, as well as provide starter assets for making a game. I want this to be a collaborative deal, so please add to the pack.

I will be working on the graphics once I get a few scripts and objects done.

What is included

This pack comes pre-loaded with a few small maps, meshs, sounds, fonts, and scripts to get you started.

I tried to keep the naming in my scripts simple and clear. I also tried to keep the functions short and easy to understand, so take a look at the scripts to see how they work.

How it is set up

The "main.lua" file is where all of the functions are used (some are commented out). The "system.lua" file is where all new scripts should be referenced (the "main.lua" file references the "system.lua" file. All objects are created in the "objects.lua" file etc.

How to add to the pack

If you want to upload meshes, create a folder for your meshes (with an appropriate name), and inside of the folder store the "maps" and "meshs" folders for your upload. All of your meshes should reference YOUR meshs folder, and not the main meshs folder. Store the top level folder in the main meshs folder.

If you want to upload a script, and it references objects, be sure to create those objects in the "objects.lua" file. Also, provide the objects with the method above. You will also have to include the .level file. The .level file should have a unique title to your upload. If you don't want to upload the objects, provide instruction on how the objects should be created, and where they should be located.

If you want to upload sounds, create a folder and store all of sounds in it.

The best way to upload files is via dropbox.com or box.com as hosting sites tend to become bad links. I also use googlesites for small files.

Notes:

-You can change the typing sound if you want, or disable it by commenting out the "playSound()" function in the TextInput script next to the key want to disable it for. --If you change the angular factor of the box to 0 it will stay oriented in the up position.

Credits:

Thanks to Vegas, Zester, and Anael for all of your help and input. Special thanks to Vegas, and your awesome scripts!-Tutorial Doctor

Sounds--Just added a few music folder in the sounds folder and added a few songs.

]]>Mon, 05 May 2014 17:42:43 +0000http://forum.maratis3d.com/viewtopic.php?id=986&action=newhttp://forum.maratis3d.com/viewtopic.php?id=978&action=new
Hello all Maratis3D members.Even though my game is not released yet i would still like to share with all of you my website for it and what it is going to be.Website: http://blocks-adventure.ltgamers.net/main/

Blocks Adventure is a 2.5D game meaning that the camera is facing a 2D angle but there are 3D elements to the game.

Blocks Adventure is a strategy game about the player called Block his mission is to collect all the Cublings he can get his corners on

But be careful as there are many dangers in his way.

Now this game will be released on 1/05/2014 and till then me and my DEV team are pretty much working around the clock to get this game to its Alpha stage but some people will get the chance to try out the Pre-Alpha copy of the game if they email me at 123shadowdragon123@gmail.com.

Now i would just like to say that my Dev team have tryed out alot of game Engines like Unity3D, UDK all of that fancy stuff but we never really liked them as they are all to complex and yes because they are complex you can make some pretty cool stuff from it but you can make just as good with Maratis3D we like Maratis3D as it is Simple to use and you still get the same results that we would get using Unity3D or any of the other game engines we do hope that Maratis3D will stay alive and not die out as we really do think it is the best game engine out there because it is a very simple game engine.

I want to share a small demo that I have made.It generates random dungeons, sometimes it fails and you'll get stuck, if that happens quit and restart the game, or erase this buggy game from your HD forever.